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SceneScapes
X3 - Elevation Welcome to SceneScapes. This is a modular construction set for building custom architecture for outdoor scenes. This is an ongoing and evolving range that we will be adding more to yet, amongst all the other content we make. To install, copy the Runtime folder from the zip archive and copy it to your Poser folder that already contains a Runtime folder. Once you have unpacked SceneScapes, your new props will be located here: Runtime:Libraries:P5rops:MortemVetus:SceneScapes:Elevation: Please note, if you bought any of the SceneScapes packs up to and including X5 - Paved In Stone, the props will be in different folders, for which we apologise, but SceneScapes came into being before we became Mortem Vetus and indeed before we even got together. X6 - Castle Creatot does have the correct library structure. With this re-packing for Renderosity, we've taken the time to update all the libraries to properly place them where all further packs will go. Ok, so let's get started. The very first thing we need to do is set our Poser units to 'Meters'. Please refer to Chapter 1 to recap on doing this. We will be continuing with the scene from the last chapter and we'll be using that scene all the way through this guide up to X5. Again, we'll be using PoserPro2014. Once our units are set, we can start bringing some props in. Unlike the two previous sets, these are in your library as 'figures'. This was to facilitate easier operation, keeping things as easy as possible for using these sets. |
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Image 4.1: Loading props |
Straight away we can see
that all the props are defined by the suffix to Balcony in
the prop names. We've loaded BalconyS2B. BalconyS denotes
that this prop has Spindled edges. Other options are
BalconyW, which have walled edges, and BalconyI, which are
Insert pieces with no edges at all. Further, the props all
end with either -A or -B, which just denotes whether the
element has a supporting pillar or no. -A are with pillars
and -B are without pillars. In Image4.2 below, we've
added BalconySCorner4A then duplicated it so we have
one at either end. |
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Image 4.2: small balcony. |
With just those three pieces,
we've created a simple balcony, but there's so much more
we can do with Elevation. As we've done in previous
chapters, we're going to build away from our base prop
and create a block. We've saved the simple balcony as
one block and now we're going to create a larger block,
which we'll expand out from the simple block we already
have. |
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Image 4.3: Duplicating and
positioning the near corner.. |
In image 4.3 above, we've loaded
BalconySCorner2B, and moved it to connect to the back
left corner. If we look at the two types of corner
we've used so far, we can see that one has posts at
three corners, while the other only has a single post.
This is useful for creating varying appearances to our
balconies. To illustrate this a little, we've added
BalconyS4B to the right hand side and we've now got a
run of spindles with no posts, as we can see in Image
4.4 below. |
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Image 4.4: adding extra
pieces |
We carried on adding edge
pieces, so we ended up with an enclosed raised area, as
we can see in Image 4.5 below. On the far left, we've
used BalconySNarrow4A. The Narrows have spindle/wall on
parallel edges, making them useful for walkways and
connectors. We can see in the image, that we can have
long runs of unbroken spindles/walls, or we can break
them up at 3 metre intervals with posts. We can also see
there is a large empty area in the middle. We're going
to use Infill sections (BalconyI pieces) to fill this
space. |
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Image 4.5: creating a
perimiter. |
In Image 4.6 we can see the
centree all filled in with BalconyI pieces. The infill
pieces come with a selection of posts and fascias
applied. They can used as infill, and also used as a
sort of topping, to create platforms on top of walls,
giiging an extra option besides peaked rooves. In
addition, we can then build off thses platforms and
create some intricate , layered levels. |
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Image 4.6: filling in the
gaps. |
The only open part of this block now is the
Narrow (walkway) on the left. We could carry this on as
an elevated walkway, or open it up into another
balcony/platform. Instead, we're going to use the
Stairs, which merit a mention to themselves as this is
another odd shape/size piece. like the inverse corners
from chapter1. In Image 4.7, we can see the stairs in the default loading position and we can see that they are longer than the other Elevation pieces. The stairs are 6 metres long, meaning they effectively form 2 pieces together like a mini-block. The same as if we'd put two pieces together and parented one, the centre of rotation is in the middle of the top half of the stairs. |
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Image
4.7: loading the stairs section. |
In Image 4.8, we've
positioned the stairs to come off the end of the walkway
piece. We're going to save this block, and then add it
to our larger scene that we've been building up through
this guide. |
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Image
4.8: positioning the stairs |
In the image below, we've
added our Elevation block to the existing scene. We've
had to pull the camera back a way, as this is getting
rather large. This is why we prefer to create individual
blocks and then put these together. It makes it easier
to arrange and set up. There may be times when you have
to add or remove a few elements depending on the scene
you're creating. |
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Image 4.9
Multiple blocks |
We're going to save this
scene as a new pz3, and use it for the next chapters of
the User Guide. We'd suggest using just a few pieces to
begin with, to get used to how it all slots together. We hope you enjoy using this pack and as always, we look forward to seeing what you render with it. Best wishes and happy rendering, Andrew and Tracey (MortemVetus) |